Step Function For Array in Anylogic - arrays

How to use an step function for an array in Anylogic?
step function is applied to double values, but I want to applied on elements of an array at a specific time.

You can't... so this is a solution:
Instead of an array you should use a linkedHashMap where your key is the specific time and the element is the step value you want at that time. So you defined it as follow:
And you put the values like this:
stepsArray.put(3.0,2.3);
where 3.0 is the time in which the step will occur and 2.3 is the value the step will take. You have to put there all the values you need. You are the one who has to fill these values according to your needs.
Then you create an cyclic event that will evaluate if it's time to apply a step and you create a variable of type double that will be the one storing the value of the step.
So, the event:
double theTime=round(100*time())/100.0;//it's better to round up the time just in case
if(stepsArray.containsKey(theTime)){
variable=stepsArray.get(theTime);
}
note that I'm using a variable, not a dynamic variable.. they you can connect the variable to wherever your step is needed in the sd model.
This method is a bit complicated, but it's the most general for your completely ambiguous question.

Not sure Felipe's approach is the best one but maybe I misunderstand the question.
Have you tried using a "table function" object? Define it as below where the horizontal axis represents the time unit and the vertical your step function data:
Then, use a cyclic event that every relevant time unit (depends on your model) pulls the current required value from the table function:

Related

Adding a new Entry in a Struct holding a TArray as Member value doesn’t update it’s entries

I am currently working on a Character Customization System where a HUDLayout dynamically create Widgets based on a set of Skins available for the Character Selected. A Skin is represented as a Struct called MaterialInstanceContainer and holds a TArray. Player can mix and match their selection according to the Body Parts they select. In order to achieve the final result, I want to create a TMap<string, MaterialInstanceContainer> so that I can map each BodyParts available for selection with the individual material instance targeting the same BodyPart.
ISSUE: My issue is as follow, when I try to foreach over my collection of Material Instances inside my Container, I do a string comparison and if the output is valid, I can then break my struct to access the Material Instance Array and ADD to it however, at the very end of the process, the length of the array inside Material Container is still at zero.
How can I add a new entry in the array that my Material Container Struct hold?
Thanks!
enter image description here
The issue here is actually pretty straight forward: in Blueprints when you 'Find' a member of Map you are not getting it by-reference, instead you get the copy.
This is exactly what happens at the end of your nested loop: You get a copy, you add item to it, and when another iteration kicks-in the copy gets terminated.
And here on my side it returns exactly the same result as expected:
The fix for that would be easy:
After editing a Copy, you can overwrite the Map member by its copy (via 'Add' node).
But in your case it will be more tricky. You cannot just plug the same BreakStruct/Array node that you just used because it would call whole Find sequence again which creates another copy. Look
If you are confused. This code actually looks like this for Unreal's point of view.
So you have to store the the Struct in local variable first, then perform any operations on it and after everything is done - overwrite the Map member by its locally stored copy. And the result is
Map member gets overwritten every time and everything is as it should be.
Well, almost... For some reason your code is stored in Macro. I think you have to change it to a Function to be able to create local struct variable. But it shouldn't be a problem in this specific case because in your code there is no logic that needs to be done in macro.
Hope, it helps

How to use iddata type structure

I want to resample an array of elements using the command idresamp(). The input arguments for idresamp function is an array x. So I should get the output as an array. However, I am getting a structure iddata. I don't know how to access the elements /result of the resampling. Can somebody please show how to access the resampled values? Thank you.
x=rand(4000,1); %create some arbitrary data
x_resamp =idresamp(x,2); %resampling factor is 2
Here x_resamp is of iddata type. So, I am unable to access the result. On clicking the variable x_resamp this is what I got
How does one access the resampled values (output). Where is the array? The next step is to calculate the power after resampling and hence I need to use the resampled values.
I am using Matlab R2018a.
If you just want to resample by a factor 2, and have access to the Signal Processing Toolbox, use resample:
y = resample(x,2,1);
If you are insistent on using idresamp, you need to know that it returns an object of type iddata, which comes with a long documentation on usage. I think this complicates things more than you are looking for. It seems you should be able to do:
x_resamp = idresamp(x,2);
y = x_resamp.OutputData;
(but I can't test this because I don't have access to this toolbox.)

Array constant in a formula with non-adjacent cell references

I need to add an array of non-adjacent cells to my array formula. I have tried all of the following array constant-like ways and they all give me a "There is a problem with this formula error".
'Chart Data'!{A12:A14,D3:D11}
{'Chart Data'!A12:A14,'Chart Data'!D3:D11}
'Chart Data'!{A12,A13,A14,D3:D11}
{'Chart Data'!A12,'Chart Data'!A13,'Chart Data'!A14,'Chart Data'!D3:D11}
'Chart Data'!{A12,A13,A14,D3,D4,D5,D6,D7,D8,D9,D10,D11}
{'Chart Data'!A12,'Chart Data'!A13,'Chart Data'!A14,'Chart Data'!D3,'Chart Data'!D4,'Chart Data'!D5,'Chart Data'!D6,'Chart Data'!D7,'Chart Data'!D8,'Chart Data'!D9,'Chart Data'!D10,'Chart Data'!D11}
Entire formula (the array constant goes where the {#####} is):
{=SUM(((1-References!M1:M12)*({#####}*(G3:G14+F3:F14-0.11)))+((References!M1:M12)*('Chart Data'!A12:A23*(G3:G14+F3:F14-0.11)))+((H2:H13*X3:X14)+(H3:H14*Y3:Y14)+(I2:I13*(V3:V14-X3:X14))+(I3:I14*(W3:W14-Y3:Y14))))}
I am 100% positive that it is this particular array constant that is causing the problem. I can't move the cells I'm referencing to put them in line. Is it even possible to reference a non-adjacent range in an array formula? If it's possible, what am I doing wrong?
There are several ways to do this. The following is very simple and pretty direct so my favorite.
EITHER choose a cell to build your string for your non-contiguous array in OR create a Named Range to do it. I'll show the first as it seems nicest for being able to use the mouse freely, but in both of them you can actually be creative using about how you build the string that will become your array. The main advantage of creating it in a Named Range is no helper cell lying about anywhere.
So, you create that string and then make it an array. Say you have a non-contiguous array needed using cells A12:A14 and C3:C11. You use joining and TEXTJOIN() like so:
="{"&TEXTJOIN(",",FALSE,B12:B14,C3:C11)&"}"
to create a text string of the values in those cells wrapped with the curly braces ({}) just as if you'd typed it in ("hardcoded it"). It will look like this with the right values in those cells:
{1,2,3,1,2,3,4,5,6,7,8,9}
but is ain't an array yet.
Now the magic in THIS method. Create a Named Range, perhaps called String2Array, and give it a formula of:
=EVALUATE(A1)
(or whatever cell you used for the above formula creating the text string that you want to be an array). Make the reference absolute. ($A$1... which it will do for you, just don't edit it to be relative. If you use this for similar work, but need it relative, that will work fine, but it just isn't what is needed here.)
Now replace your placeholder in the formula with the Named Range's name (perhaps you DID use String2Array). And you're done.
A couple other methods use INDEX() or CHOOSE() and you can force things to be arrays using the functions DOLLARDE() and IMREAL() (I found on a helpsite in a 2014 post) and some others do the same kind of thing. In those days, one had to use {CSE} too, but SPILL takes care of that now (with those two weird-seeming friendlies and at least two others). The poster was someone I've seen on this site, EXCELXOR was the name for the site, XOR LX was the name of the member here though the functions were mentioned in a comment by a Lori. Since he covers, it seems, aspects not usually covered in helpsites, looking up some of his work here, or elsewhere too, might be worthwhile to some folks.
But this method is very direct and therefore easy to maintain. And personally, I love the idea that EVALUATE() (must be used IN the Named Range functionality, not cell-side) is the gift that keeps on giving, one wonderfully helpful thing after another.
So many ways. You could even literally build the array in a helper column/row somewhere and reference THAT instead of the non-contiguous addresses. I like the joining+TEXTJOIN() approach best because I can use the mouse to easily get all the blocks into the formula since it is a LIVE formula. But you can type out a string fairly easily too and add the {}'s. Or perhaps a user would type a string of addresses and you'd add them like the formula does above. And you can insert actual values (constants) into the string you are building as well if that is appropriate. And you could build it formulaicly... I wouldn't pick that workload first thing off the pile of choices, but if you were going to do it anyway already, then... or if it's a small build.

Flink trigger on a custom window

I'm trying to evaluate Apache Flink for the use case we're currently running in production using custom code.
So let's say there's a stream of events each containing a specific attribute X which is a continuously increasing integer. That is a bunch of contiguous events have this attributes set to N, then the next batch has it set to N+1 etc.
I want to break the stream into windows of events with the same value of X and then do some computations on each separately.
So I define a GlobalWindow and a custom Trigger where in onElement method I check the attribute of any given element against the saved value of the current X (from state variable) and if they differ I conclude that we've accumulated all the events with X=CURRENT and it's time to do computation and increase the X value in the state.
The problem with this approach is that the element from the next logical batch (with X=CURRENT+1) has been already consumed but it's not a part of the previous batch.
Is there a way to put it back somehow into the stream so that it is properly accounted for the next batch?
Or maybe my approach is entirely wrong and there's an easier way to achieve what I need?
Thank you.
I think you are on a right track.
Trigger specifies when a window can be processed and results for a window can be emitted.
The WindowAssigner is the part which says to which window element will be assigned. So I would say you also need to provide a custom implementation of WindowAssigner that will assign same window to all elements with equal value of X.
A more idiomatic way to do this with Flink would be to use stream.keyBy(X).window(...). The keyBy(X) takes care of grouping elements by their particular value for X. You then apply any sort of window you like. In your case a SessionWindow may be a good choice. It will fire for each key after that key hasn't been seen for some configurable period of time.
This approach will be much more robust with regard to unordered data which you must always assume in a stream processing system.

Sorting and managing numerous variables

My project has classes which, unavoidably, contain hundreds upon hundreds of variables that I'm always having to keep straight. For example, I'm always having to keep track of specific kinds of variables for a recurring set of "items" that occur inside of a class, where placing those variables between multiple classes would cause a lot of confusion.
How do I better sort my variables to keep from going crazy, especially when it comes time to save my data?
Am I missing something? Actionscript is an Object Oriented language, so you might have hundreds of variables, but unless you've somehow treated it like a grab bag and dumped it all in one place, everything should be to hand. Without knowing what all you're keeping track of, it's hard to give concrete advice, but here's an example from a current project I'm working on, which is a platform for building pre-employment assessments.
The basic unit is a Question. A Question has a stem, text that can go in the status bar, a collection of answers, and a collection of measures of things we're tracking about what the user does in that particular type of questions.
The measures are, again, their own type of object, and come in two "flavors": one that is used to track a time limit and one that isn't. The measure has a name (so we know where to write back to the database) and a value (which tells us what). Timed ones also have a property for the time limit.
When we need to time the question, we hand that measure to yet another object that counts the time down and a separate object that displays the time (if appropriate for the situation). The answers, known as distractors, have a label and a value that they can impart to the appropriate measure based on the user selection. For example, if a user selects "d", its value, "4" is transferred to the measure that stores the user's selection.
Once the user submits his answer, we loop through all the measures for the question and send those to the database. If those were not treated as a collection (in this case, a Vector), we'd have to know exactly what specific measures are being stored for each question and each question would have a very different structure that we'd have to dig through. So if looping through collections is your issue, I think you should revisit that idea. It saves a lot of code and is FAR more efficient than "var1", "var2", "var3."
If the part you think is unweildy is the type checking you have to do because literally anything could be in there, then Vector could be a good solution for you as long as you're using at least Flash Player 10.
So, in summary:
When you have a lot of related properties, write a Class that keeps all of those related bits and pieces together (like my Question).
When objects have 0-n "things" that are all of the same or very similar, use a collection of some sort, such as an Array or Vector, to allow you to iterate through them as a group and perform the same operation on each (for example, each Question is part of a larger grouping that allows each question to be presented in turn, and each question has a collection of distractors and another of measures.
These two concepts, used together, should help keep your information tidy and organized.
While I'm certain there are numerous ways of keeping arrays straight, I have found a method that works well for me. Best of all, it collapses large amounts of information into a handful of arrays that I can parse to an XML file or other storage method. I call this method my "indexed array system".
There are actually multiple ways to do this: creating a handful of 1-dimensional arrays, or creating 2-dimensional (or higher) array(s). Both work equally well, so choose the one that works best for your code. I'm only going to show the 1-dimensional method here. Those of you who are familiar with arrays can probably figure out how to rewrite this to use higher dimensional arrays.
I use Actionscript 3, but this approach should work with almost any programming or scripting language.
In this example, I'm trying to keep various "properties" of different "activities" straight. In this case, we'll say these properties are Level, High Score, and Play Count. We'll call the activities Pinball, Word Search, Maze, and Memory.
This method involves creating multiple arrays, one for each property, and creating constants that hold the integer "key" used for each activity.
We'll start by creating the constants, as integers. Constants work for this, because we never change them after compile. The value we put into each constant is the index the corresponding data will always be stored at in the arrays.
const pinball:int = 0;
const wordsearch:int = 1;
const maze:int = 2;
const memory:int = 3;
Now, we create the arrays. Remember, arrays start counting from zero. Since we want to be able to modify the values, this should be a regular variable.
Note, I am constructing the array to be the specific length we need, with the default value for the desired data type in each slot. I've used all integers here, but you can use just about any data type you need.
var highscore:Array = [0, 0, 0, 0];
var level:Array = [0, 0, 0, 0];
var playcount:Array = [0, 0, 0, 0];
So, we have a consistent "address" for each property, and we only had to create four constants, and three arrays, instead of 12 variables.
Now we need to create the functions to read and write to the arrays using this system. This is where the real beauty of the system comes in. Be sure this function is written in public scope if you want to read/write the arrays from outside this class.
To create the function that gets data from the arrays, we need two arguments: the name of the activity and the name of the property. We also want to set up this function to return a value of any type.
GOTCHA WARNING: In Actionscript 3, this won't work in static classes or functions, as it relies on the "this" keyword.
public function fetchData(act:String, prop:String):*
{
var r:*;
r = this[prop][this[act]];
return r;
}
That queer bit of code, r = this[prop][this[act]], simply uses the provided strings "act" and "prop" as the names of the constant and array, and sets the resulting value to r. Thus, if you feed the function the parameters ("maze", "highscore"), that code will essentially act like r = highscore[2] (remember, this[act] returns the integer value assigned to it.)
The writing method works essentially the same way, except we need one additional argument, the data to be written. This argument needs to be able to accept any
GOTCHA WARNING: One significant drawback to this system with strict typing languages is that you must remember the data type for the array you're writing to. The compiler cannot catch these type errors, so your program will simply throw a fatal error if it tries to write the wrong value type.
One clever way around this is to create different functions for different data types, so passing the wrong data type in an argument will trigger a compile-time error.
public function writeData(act:String, prop:String, val:*):void
{
this[prop][this[act]] = val;
}
Now, we just have one additional problem. What happens if we pass an activity or property name that doesn't exist? To protect against this, we just need one more function.
This function will validate a provided constant or variable key by attempting to access it, and catching the resulting fatal error, returning false instead. If the key is valid, it will return true.
function validateName(ID:String):Boolean
{
var checkthis:*
var r:Boolean = true;
try
{
checkthis = this[ID];
}
catch (error:ReferenceError)
{
r = false;
}
return r;
}
Now, we just need to adjust our other two functions to take advantage of this. We'll wrap the function's code inside an if statement.
If one of the keys is invalid, the function will do nothing - it will fail silently. To get around this, just put a trace (a.k.a. print) statement or a non-fatal error in the else construct.
public function fetchData(act:String, prop:String):*
{
var r:*;
if(validateName(act) && validateName(prop))
{
r = this[prop][this[act]];
return r;
}
}
public function writeData(act:String, prop:String, val:*):void
{
if(validateName(act) && validateName(prop))
{
this[prop][this[act]] = val;
}
}
Now, to use these functions, you simply need to use one line of code each. For the example, we'll say we have a text object in the GUI that shows the high score, called txtHighScore. I've omitted the necessary typecasting for the sake of the example.
//Get the high score.
txtHighScore.text = fetchData("maze", "highscore");
//Write the new high score.
writeData("maze", "highscore", txtHighScore.text);
I hope ya'll will find this tutorial useful in sorting and managing your variables.
(Afternote: You can probably do something similar with dictionaries or databases, but I prefer the flexibility with this method.)

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